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While we're announcing absences in advance, I don't know when exactly I'll be getting back home on the 17th as I've got to drive back from Sheffield. On the other hand I've got the Monday off so.. *tails off mumbling*

Aye no worries buddy hope everything goes well, ill write up something for that organisation once iv had a think, to advance your advancing advancing absence i will not be here for the 31st unfortunatly

Perhaps in the downtime we could consider back up games for when one of us is absent al a Shadow Run? I can GM/have materials for any of the 40k ones (Dark Heresy, Rogue Trader, Only War) and maybe Call of Cthulhu (although I am not really very well versed in it), or of course if someone else would like to GM something else.

Aye that would be fun. I'll throw my hat in the ring for GMing alternative games such as DnD 4e, 13th Age or Wild Talents - but that will have to be later rather than sooner as I've not got the time to prepare anything at the moment.

Also the additional source book has xenos classes, Kroot Mercenary and Orc Freebooter but they would be difficult to integrate. Someone will need to gen a ship and profit margin as well. Talk to me if you need further info/help.

I mean there is no real issue with having two arch militants, just means you will probably take the more direct and dirty approach to most issues :), ship combat is not hugely common, obviously depending on your actions, but there will be a bit of it.

I made us a ship, the Spirit of Gorm. I chose the 'Tenebro Maze' component because I am pretty sure Gorm has an incomprehensible layout too.

- the Spirit of Gorm -

The Spirit of Gorm is a mysterious and probably ancient vessel. Nobody knows where or when the hull was laid down, although it is clearly a frigate of human manufacture. It shows signs of ancient technology, being ever so slightly tougher, more manoeuvrable, and faster than more recently built frigates, however it has been in service so long and gone through so many redesigns and refits that there is no clue to its original shipyard and the interior of the vessel is a bewildering maze, laid out with no apparent plan or purpose; even long serving crewmembers occasionally get lost. The air system is at least a millennium old; it makes strange humming and rattling noises at odd intervals and doesn't do much to cleanse the odours of machine oil and ozone - although it does do an excellent job of keeping the crew supplied with oxygen.
The ship was reclaimed from a space hulk two centuries ago after countless years floating through the void haunted by xenos or worse. Despite a thorough cleansing by the priests of the Imperium, experienced spacers whisper that it's an ill-omened vessel; certainly voyages aboard the Spirit of Gorm tend to be "interesting". After uncounted years floating lifeless as a wreck the vessel itself seems eager to keep moving and to explore as much of the universe as possible.

A good ship! Manoeuvrable but packing a bit of punch and room for cargo, on that point it would help me greatly if you all took a look at ship combat, particularly orders you can do as I will likely forget

A good ship! Manoeuvrable but packing a bit of punch and room for cargo, on that point it would help me greatly if you all took a look at ship combat, particularly orders you can do as I will likely forget

I realised if I got rid of the cargo bay and we didn't mind breathing stinky air I could squeeze another laser on there. There's not much point having one weapon with a longer range, since you need one shot to down a void shield and another to do actual damage. Now we have two weapons with decent punch and the longest range in the game, hopefully we can use speed and manoeuvrability to shoot people from outside their weapons range.

(also a ship that was a bewildering maze that made odd humming noises at random and smelled a little odd seemed fitting, somehow)